// Copyright 2014 Hajime Hoshi // // Licensed under the Apache License, Version 2.0 (the "License"); // you may not use this file except in compliance with the License. // You may obtain a copy of the License at // // http://www.apache.org/licenses/LICENSE-2.0 // // Unless required by applicable law or agreed to in writing, software // distributed under the License is distributed on an "AS IS" BASIS, // WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. // See the License for the specific language governing permissions and // limitations under the License. package ebiten import ( "math" "sync/atomic" "github.com/hajimehoshi/ebiten/internal/graphics" "github.com/hajimehoshi/ebiten/internal/opengl" "github.com/hajimehoshi/ebiten/internal/restorable" "github.com/hajimehoshi/ebiten/internal/ui" ) func newGraphicsContext(f func(*Image) error) *graphicsContext { return &graphicsContext{ f: f, } } type graphicsContext struct { f func(*Image) error offscreen *Image offscreen2 *Image // TODO: better name screen *Image screenScale float64 initialized int32 invalidated bool } func (c *graphicsContext) GLContext() *opengl.Context { if atomic.LoadInt32(&c.initialized) == 0 { return nil } return ui.GLContext() } func (c *graphicsContext) Invalidate() { // Note that this is called only on browsers so far. // TODO: On mobiles, this function is not called and instead IsTexture is called // to detect if the context is lost. This is simple but might not work on some platforms. // Should Invalidate be called explicitly? c.invalidated = true } func (c *graphicsContext) SetSize(screenWidth, screenHeight int, screenScale float64) error { if c.screen != nil { if err := c.screen.Dispose(); err != nil { return err } } if c.offscreen != nil { if err := c.offscreen.Dispose(); err != nil { return err } } if c.offscreen2 != nil { if err := c.offscreen2.Dispose(); err != nil { return err } } offscreen, err := newVolatileImage(screenWidth, screenHeight, FilterNearest) if err != nil { return err } intScreenScale := int(math.Ceil(screenScale)) w := screenWidth * intScreenScale h := screenHeight * intScreenScale offscreen2, err := newVolatileImage(w, h, FilterLinear) if err != nil { return err } w = int(float64(screenWidth) * screenScale) h = int(float64(screenHeight) * screenScale) c.screen, err = newImageWithScreenFramebuffer(w, h) if err != nil { return err } if err := c.screen.Clear(); err != nil { return err } c.offscreen = offscreen c.offscreen2 = offscreen2 c.screenScale = screenScale return nil } func (c *graphicsContext) needsRestoring(context *opengl.Context) (bool, error) { if c.invalidated { return true, nil } // FlushCommands is required because c.offscreen.impl might not have an actual texture. if err := graphics.FlushCommands(context); err != nil { return false, err } return c.offscreen.restorable.IsInvalidated(context), nil } func (c *graphicsContext) initializeIfNeeded(context *opengl.Context) error { if atomic.LoadInt32(&c.initialized) == 0 { if err := graphics.Reset(context); err != nil { return err } atomic.StoreInt32(&c.initialized, 1) } r, err := c.needsRestoring(context) if err != nil { return err } if !r { return nil } if err := c.restore(context); err != nil { return err } return nil } func drawWithFittingScale(dst *Image, src *Image) error { wd, hd := dst.Size() ws, hs := src.Size() sw := float64(wd) / float64(ws) sh := float64(hd) / float64(hs) op := &DrawImageOptions{} op.GeoM.Scale(sw, sh) if err := dst.DrawImage(src, op); err != nil { return err } return nil } func (c *graphicsContext) drawToDefaultRenderTarget(context *opengl.Context) error { if err := c.screen.Clear(); err != nil { return err } if err := drawWithFittingScale(c.screen, c.offscreen2); err != nil { return err } if err := graphics.FlushCommands(context); err != nil { return err } return nil } func (c *graphicsContext) UpdateAndDraw(context *opengl.Context, updateCount int) error { if err := c.initializeIfNeeded(context); err != nil { return err } if err := restorable.Images().ResolveStalePixels(context); err != nil { return err } for i := 0; i < updateCount; i++ { restorable.Images().ClearVolatileImages() setRunningSlowly(i < updateCount-1) if err := c.f(c.offscreen); err != nil { return err } } if 0 < updateCount { if err := drawWithFittingScale(c.offscreen2, c.offscreen); err != nil { return err } } if err := c.drawToDefaultRenderTarget(context); err != nil { return err } return nil } func (c *graphicsContext) restore(context *opengl.Context) error { if err := graphics.Reset(context); err != nil { return err } if err := restorable.Images().Restore(context); err != nil { return err } c.invalidated = false return nil }